Zelda Universe RPG

Corsava - Printable Version

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Corsava - MarakZaroya - 08-05-2015

Corsava
  • Power: 30 (+0)
  • Courage: 20 (+0)
  • Wisdom: 20 (+0)
  • Hearts: 20/18 (+2)
  • Magic: 20/10 (+10)
  • Initiative: $init 1d10
  • Attack Dice: 5
  • Defense Dice: 5
  • Armor: 0
  • Stat Points: 0
  • Stat Points (Used): 113
  • Heart Containers: 2
  • Rupees: 43,750
 
Affinities: Shadow, Light, Spirit

Stat Modifiers
Triggered Effects
Passive Effects
Actions listed here use a Main Action slot, have a contested check, and deal damage as part of their resolution
Four Sword
Slash. Courage +25 vs Courage; +0.
Stab. Courage vs Courage; +25; Counterattack on Fail.

Broken Bow Blades
Double Slice. Courage+7 vs Courage; +0.
X-Slash. Courage vs Courage; +9; If target is reduced to <10h, they are slain; Counterattack on Fail.

Trident of the Wanderer
Cleave. Power+6 vs Power; +6; Drains 3 Power, Courage, or Wisdom.
Stab. Power vs Power; +10; Drains 6 Power, Courage, or Wisdom; Counterattack on Fail.
Magic Stinger. 3 Magic: Power vs Wisdom; +0; Applies Magic-Bleeding 5

Death-Knight Claymore
Power Slash. Power vs Courage; +20.
Cleave. Power-5 vs Courage; +20. If the target dies, hit another target for half damage.

Broken Bow
Standard Shot. Courage+Projectile+25 vs Projectile Target; Projectile; Can use an Arrow, One-Handed, or Two-Handed weapon as a Projectile.
Siege Blast. Power+10 vs Power; +10 (+10/charge); This attack can be charged for extra damage. At 3 charges: +2/charge and Hits All Enemies.
Spirit Arrow. 6 Magic: Wisdom+10 vs Wisdom no Defense Dice; Drains Hearts & Magic equal to net successes; If the target is slain, gain Hearts & Magic equal to net successes.

Keesarang. Courage+10 vs Courage; ½; Applies Bleeding X (X is net successes)

Arrows (vs Courage)
Barbed. 2 Magic; vs. Courage; ½; Grants you Thorns.
Effective Bladed. +6 vs Courage; ½; Applies Bleeding 6.
Bouncy. vs Courage; +0; On hit, strikes another target for ½.
Metal-Tipped. +4 vs Courage; +0.

Arrows (vs Power)
Heartful. -5 vs Power; +0; Applies Cauterized.
Effective Impact. +5 vs Power; ½; Drains 6 Armor.
Phasing. -3 vs Power; +0; Applies Phased Out.

Dark Powder Keg. Power+20 vs Power; 50 / 25; Hits Everyone; Special.

Super Bombs. Power+6 vs Power; 10; Bypasses Cover.

Soul Lantern
Charge. Wisdom+15 vs Courage; +0.

Sol Mask
Sol Barrage. Wisdom+15 vs Wisdom; +0; Disables all Bonuses for 1 Round.

Endowment Spell (Spell - [Affinity]). Cost(X) Magic: [dice type-a= type-b=]; Damage; Effect.

Effective (3) Magic Needle (Spell - Light). 3(1) Magic: Roll your Wisdom +5 dice vs. targets' Wisdom dice; 1/2; Applies Magic Bleeding 6.

Efficient Hasty (2) Repression (Spell - Shadow). 3(1) Magic: Roll your Wisdom +12 dice vs. targets' Wisdom diceNo Attack Dice or Defense Dice; 4; Steal one Spell.

Striking Void Fling (Spell - Shadow). 8(6) Magic: Roll your Wisdom +15 dice vs. targets' Power dice; 6; Repeat with -5 Attack until failure. For each success, multiply damage by 1.5x; Can be rerolled once for free.

Efficient (3) Eternal Flames (Spell - Fire). 3(1) Magic: Roll your Wisdom dice vs. targets' Wisdom dice; +0; Applies Bleeding 7(14).

Effective (3) Eternal Flames (Spell - Fire). 6(4) Magic: Roll your Wisdom dice vs. targets' Wisdom dice; +0; Applies Bleeding 10(20).

Efficient (3) Incinerate (Spell - Fire). 3(1) Magic: Roll your Wisdom dice vs. targets' Wisdom dice; +7; If the target dies, they cannot be revived.
Efficient Effective (2) Blast (Spell - Fire). 3(1) Magic: Roll your Wisdom dice vs. targets' Wisdom dice; +0; Drains 7 Hearts(14 Hearts.

Efficient Effective Rend Mana (Spell - Spirit). 3(1) Magic: Roll your Wisdom +7 dice vs. targets' Wisdom dice; +0; Drains 8 Magic.

Efficient (2) Effective Glacial Ice (Spell - Water). 3(1) Magic: Roll your Wisdom +3 dice vs. targets' Wisdom dice; +3; Drains 6(12) Courage.

Efficient (2) Effective Crimson Light (Spell - Light). 3(1) Magic: Roll your Wisdom dice vs. targets' Wisdom dice; +5; Drains 6 Wisdom.

Efficient (2) Effective Lava Beam (Spell - Fire). 3(1) Magic: Roll your Wisdom dice vs. targets' Wisdom dice; +6; Drains 5(10) Armor.

Efficient (3) Depths of Despair (Spell - Shadow). 3(1) Magic: Roll your Wisdom dice vs. targets' Wisdom dice; 5; Siphon 4 from any stat; Drain 6 Magic.
Powerful Piercing Blade of Light (Spell - Light). 20(18) Magic: Roll your Courage +40 dice vs. targets' Wisdom dice; +7; Applies Blinded.

Efficient Radiant Shield (Spell - Light). 14(12) Magic: Roll your Wisdom +30 dice vs. targets' Wisdom dice; -; Target recovers 10 Magic; Applies Warp Shield.

Efficient Speedy (2) Penumbra's Curse (Spell - Shadow). 3(1) Magic: Roll your Wisdom +10 dice vs. targets' Wisdom dice; -; Applies Penumbra's Curse.

Efficient (3) Phase Out (Spell - Shadow). 3(1) Magic: Roll your Wisdom dice vs. targets' Wisdom dice; +5; Applies Phased Out.

Efficient (2) Poison Shell (Spell - Water and Shadow). 4(2) Magic: Roll your Wisdom +12 dice vs. targets' Wisdom dice; -; Applies Bleeding 8(16); Applies Numbed for two Rounds.

Efficient (2) Revelation (Spell - Spirit). 3(1) Magic: Roll your Wisdom +8 dice vs. targets' Wisdom dice No Attack Dice or Defense Dice; -; Applies No Bonus for two Rounds.

Speedy (2) Exhaust (Spell - Spirit). 3(1) Magic: Roll your Wisdom +9 dice vs. targets' Wisdom dice; -; Negate target's Charging status; Applies Exhausted.
Efficient (3) Mass Blind (Spell - Light). 3(1) Magic: Roll your Wisdom +6 dice vs. targets' Wisdom dice; -; Applies Blinded.

Efficient (3) Ice Blast (Spell - Water). 3(1) Magic: Roll your Wisdom +5 dice vs. targets' Wisdom dice; 1/5; Drains 3(6) Attack Dice.

Effective (3) Ice Blast (Spell - Water). 6(4) Magic: Roll your Wisdom +5 dice vs. targets' Wisdom dice; 1/5; Drains 6(12) Attack Dice.

Efficient Eruption (Spell - Fire). 4(2) Magic: Roll your Wisdom 15 dice vs. targets' Wisdom dice; 1/2; Ignores Cover.

Volcano (Spell - Fire). 3 Actions, 15(13) Magic: Roll your Wisdom dice vs. targets' Wisdom dice; +0 3; Drains 7 Hearts(14 Hearts).
Efficient Speedy (2) Purify (Spell - Light). 3(1) Magic: Roll your Wisdom +11 dice vs. targets' Wisdom dice; +0; Drains one Shadow Named Effect and all Temporary Reroll Points.

Efficient Speedy (2) Veil of Shadows (Spell - Shadow). 3(1) Magic: Roll your Wisdom +12 dice vs. targets' Wisdom dice; 1/2; Drains up to 5 of a Stat Bonus.

Efficient Speedy (2) Extinguish (Spell - Water). 3(1) Magic: Roll your Wisdom +8 dice vs. targets' Wisdom dice; +0; Drains one one(two) Fire Named Effect(s); You gain Regen 4(8).

Efficient Speedy (2) Cleansing Flames (Spell - Fire). 3(1) Magic: Roll your Wisdom +10 dice vs. targets' Wisdom dice; -; Revert the most recent Heart Recovery from the target.

Efficient (2) Mending Wave (Spell - Spirit). 3(1) Magic: Roll your Wisdom dice vs. targets' Wisdom dice No Attack Dice or Defense Dice; -; Drains one Named Effect Revert the most recent Heart or Magic recovery from the target.
Actions listed here use a Main Action slot, may or may not have a contested check, and deal no damage as part of their resolution

Bomb Arrow (Active Skill). Use a Bomb as a projectile, combining the Bomb with a Bow’s attack.

Clawshot (Tool). Power+5 vs Power; Pull Target to you, can be followed up with a Melee Attack.

Hookshot (Tool). Courage+5 vs Courage; Reel towards Target, can be followed up with a Melee Attack.

Magnetic Gloves (Tool)
Push. Power+5 vs Power; You and Target are unable to move or attack;
Pull. Power+5 vs Power; Steal target’s held items.

Steal (Active Skill). Roll Power, Courage, and Wisdom against the target, if you succeed two out of three, jack their shit.
Actions listed here use a Support Action slot
Effective (3) Afflicting Attack (Innate Skill). 3 Magic: 1/turn, a Power or Courage attack Drains 5 Courage.

Back Strike (Active Skill). Activate a Counterattack if you defend the next attack to target you.

Camouflage (Active Skill). 3 Magic: Hide, preventing single-target attacks.

[b][i]Quad Split (Weapon – Four Sword).
Split into four copies.

Soul Lantern v2 (Shield)
Absorb Souls. Absorb a contained soul, granting a stat boost.
Attract Souls. 5 Magic: All souls are drawn to your lantern.
Release Souls. Releases souls? Use unclear.

Spirit Siphon (Active Skill). Siphon the spirit of a dying soul.
Efficient Effective (2) Extend (Spell – Light). 3(1) Magic: +7 Hearts.

Efficient Effective (2) Steel Shadows (Spell – Shadow). 3(1) Magic: +7 Power.

Efficient Effective (2) Shadow Speed (Spell – Shadow). 3(1) Magic: +7 Courage.

Efficient Effective (2) Enlighten (Spell – Light). 3(1) Magic: +7 Wisdom.

Effective (3) Burning Blade (Spell – Fire). 3(1) Magic: +6(+12) Attack Dice.

Efficient Effective (2) Flare Up (Spell – Fire). 3(1) Magic: Next attack gains +10(+20) dice.

Efficient (2) Effective Untouchable (Spell – Water). 3(1) Magic: +4(+8) Defense Dice.

Effective (3) Restoration Bubble (Spell – Water). 2(1) Magic: Grants Regen 5(10).
Striking Efficient Mirage (Spell – Light and Shadow). 3(1) Magic: Grants Disillusion; Can be Rerolled once for free.

Efficient Displace (Spell – Light and Shadow). 4(2) Magic: Conjure shadow clone for Offense or Defense.
Illusion of Invisibility (Spell - Light). X(X-2) Magic: Cause an object to become Invisible until it touches anything or takes damage.

Illusion of Creation (Spell - Shadow). X(X-2) Magic: Create a 3D image of something until you leave the area.

Illusion of Sound (Spell - Water). X(X-2) Magic: Create a sound of your choice until you leave the area or tethered to an object until it takes damage.

Illusion of Disguise (Spell - Fire). X(X-2) Magic: Cause a target to look like someone else of the same race until they take damage.

Illusion of Haunting (Spell - Spirit). X(X-2) Magic: Make an area seem haunted Or make an object seem haunted.
Efficient Damage Recovery (Spell - Shadow). 3(1) Magic: Target recovers Magic equal to their most recent damage recieved (max 20).

Haste (Spell – Spirit). 3(1) Magic: Grants Quick Charge.
Actions listed here can be used freely once or more per round

Air Dash (Innate Skill). 2m: Cancel velocity and double jump.

Magic Feather (Tool – Magic Feather). 2 Magic, +3 Defense Dice, Jump distance Doubled; Fall Damage Halved.

Queen of the Gerudo (Innate Skill). 1/round, free reroll point.

Quick Switch (Passive Skill). 1/round, instantly swap one piece of Equipment.
Actions listed here are used in response to a trigger.

Kaiten (Weapon – Broken Bow Blades). 6 Magic, When defending against a Single-Target Ranged-Attack: Reflect attack to a random target, or defend +10 to choose the target.
Desert Cape (Robe)
Status Absorb. 6 Magic, When hit by an attack that would decrease a Stat or Bonus: The respective stat is increased by the intended amount instead.
Reflect. 6 Magic, When targeted with a Single-Target Magic Ranged-Attack: Reflect the attack at the same success rate.
Reflect All. 1 Action from next turn, 12 Magic, When targeted with a Magic Ranged-Attack that Hits All Enemies: Reflect the attack Hits All Enemies.

Soul Defense (Shield – Soul Lantern v2). -5 Wisdom, When defending: Override defense stat with Wisdom.
Actions listed here make use of the Charge mechanic. Actions in this category are divided into hybrid-categories

Fatal Flames (Spell – Fire). 2 Actions, 12 Magic: Wisdom+5 vs Wisdom; +10; Applies Fatal Burn.

Golden Seal (Spell – Light). 2 Actions, 15 Magic: Wisdom+12 vs Wisdom; ½; Halves target’s Wis.

Inverse Kaiten (Signature Skill). 3 Actions, 9 Magic: Make three attacks with Broken Bow Blades followed by a Siege Blast.

Volcano (Spell – Fire). 3 Actions, 15 Magic: Wisdom vs Wisdom; +0 3; Target(s) lose 7 Hearts; Hit All Enemies.
Down Thrust (Active Skill). 1 Action: Roll Courage, then make a melee attack, increasing your dice total by half the result of the Courage roll.

Spin Attack (Active Skill). 1 Action or Dual Wielding: Weapon Attack+6, ½; Hits All Enemies.
Efficient Foam Mass (Spell – Water). 1 Action, 7 Magic: Target gains 20 TempHP.

Efficient Returning Tide (Spell – Water). 2 Actions, 3 Magic: Target is Revived to 10 Hearts

Spirit of Fire and Ice (Signature Skill). 3 Actions, -5 Wisdom/Action while Charging 20 Magic: Activates TWINROVA form.

Spiritual Overwhelm (Spirit – Faron). 3 Actions, 8 Magic: Activates TAILED BEAST form.
A Spirit of Fire and Ice
  • INFORMATION: This skill was acquired as a result of using Spirit Siphon on Koume & Kotake
  • TYPE: Support Action
  • COSTS: 20 Magic
  • CHARGE: 3 Actions
    • Begin charging by calling upon the spirits of Koume & Kotake within you.
    • As it charges, you hear their endless bickering echoing throughout your mind. For each Action you charge this ability, lose 5 Wisdom.
  • DESCRIPTION: Once charged, you regain any lost Wisdom, and you're able to bring forth the power of Twinrova. Your hair redecorates itself into twin braids, one of which shoots flames behind you, the other of which freezes the air behind you. However that combination works, you're not sure. Also, for whatever reason, your bust improves.
    • Attack Dice: +10
      • Gain an additional +10 for Fire-based and Water-based attacks
    • EFFECT 1: You become reinvigorated, recovering to your Maximum Hearts & Magic.
    • EFFECT 2: Gain the Fire & Water affinities.
    • EFFECT 3: Your Flame & Frost Spirit Gems become inactive. However, your Twinrova Spirit Gem becomes active.
    • EFFECT 4: Any Fire-based and/or Water-based spells you use have their effects doubled.
Inverse Kaiten
  • REQUIREMENT 1: This can only be used by Corsava.
  • REQUIREMENT 2: This requires the Broken Bow in its Twin Blades form
  • TYPE: Main Action
  • COSTS: 9 Magic
  • CHARGE: 3 Actions
    • Begin charging by channeling the spirit of Destra from within your soul. As it charges, the sun begins to reflect on your blades, even if you’re in an abyss of darkness, charging until you’re wielding blades of sunlight.
  • DESCRIPTION: Once charged, rush towards an opponent, then spin like you’re using Kaiten, but keep bouncing around the opponent, striking them multiple times. Roll this three times; target rolls once to defend.
    • Roll your Courage +15 dice vs. targets' Courage dice * 3
      • Damage: 9 per hit
      • EFFECT 1: For each hit, siphon 3 Power from the target to you.
      • EFFECT 2: If all three hit, target receives Open Tendons:
        • Once per turn, if the target attacks or defends, target takes 10% of his Maximum Hearts as Neutral Damage.
        • DURATION: This only ends if you, the afflicter, dies.
      • EFFECT 3: Afterwards, combine your blades at the hilt and flip over the target’s head in a single motion, and follow up with a 2 Action Charged Siege Blast with a bonus +5 Dice, then ride the edge of its explosion into a graceful flip before landing.
Endowed Afflicting Attack
  • RESTRICTIONS: This is an Innate Skill. Only Gerudo can learn and use this skill.
  • TYPE: Support Action
  • COSTS: 3 Magic
  • DESCRIPTION: Gerudo are able to apply a type of poison to their physical attacks, inhibiting certain abilities on-hit.
    • EFFECT: Imbue your Power- and Courage- based damaging attacks with a special toxin that allows them to apply extra debuffs to the target. Pick one of the following two EFFECTS to give your weapons:
      • EFFECT A: Once per turn, if the attack hits, target loses 5 Courage
      • EFFECT B: Once per turn, if the attack hits, target's next Spell also costs 2 Hearts
Air Dash
  • RESTRICTION 1: This is an Innate Skill. Only Gerudo can learn and use this skill.
  • RESTRICTION 2: This can only be used once for each jump.
  • REQUIREMENTS: Can only be used while jumping
  • TYPE: Free Action
  • COSTS: 2 Magic
  • DESCRIPTION: While jumping, you can suddenly dash in any direction with Magic.
    • EFFECT: Suddenly dash in any direction, instantly changing your direction and cancelling any existing falling velocity you had.
      • This dash acts like a double jump, so 2 Success from a Courage roll = 1 foot traveled. Any modifiers you have for jumping will affect this as well.
Desert Survivalist
  • RESTRICTION: This is an Innate Skill. Only Gerudos can learn and use this skill.
  • DESCRIPTION: Gerudos have evolved to withstand harsh desert conditions, giving them resistance to the harsh sun and desert.
    • EFFECT 1: You can remain out in harsh sun for considerably longer periods of time than other people without any ill effects.
    • EFFECT 2: You can go longer without water than other people without any ill effects.
    • EFFECT 3: You can tolerate hot desert sand for longer than other people without any ill effects.
Queen of the Gerudo
  • INFORMATION: This skill was acquired as a result of using Spirit Siphon on Koume & Kotake
  • RESTRICTIONS: This is an Innate Skill. Only Gerudos can learn and use this skill.
  • DESCRIPTION: The Gerudo are a proud warrior race, having natural offensive and defensive capabilities. You have awakened the hidden power of your focus, enabling you to be concentrated at all times.
    • Attack Dice & Defense Dice: +5
    • EFFECT: Once per round, you can reroll any roll for free.
Wisdom of the Ancients
  • INFORMATION: This skill was acquired as a result of using Spirit Siphon on Koume & Kotake
  • DESCRIPTION: Over the years, the two witches have aged drastically, losing their former spunk and warrior prowess. However, what they lack in physical ability, they make up for in Magic, which they’ve absorbed over time from countless victims. Siphoning their souls has granted you access to this font of magical power.
    • Magic: +10
    • Magic Costs: -2 (down to a minimum of 1 Magic).
    • EFFECT: Each time you deal damage, siphon Magic from the target equal to the damage done.
Weather Sight
  • RESTRICTIONS: This is an Innate Skill. Only Gerudo can learn and use this skill.
  • DESCRIPTION: Gerudos are capable of seeing through sandstorms and other types of storms, giving them the advantage when inside storms.
    • EFFECT: You can see through any kind of weather condition as if it were clear.
Back Strike
  • SELL VALUE: 100 Rupees
  • TYPE: Support Action
  • DESCRIPTION: Prepare yourself to retaliate against an oncoming attack by placing yourself into a Counter Stance.
    • EFFECT: If you successfully defend the next attack that hits you, you can Counterattack the attacker by rolling behind them:
      • Roll your Courage +5 dice vs. targets' Courage dice
        • EFFECT: If it succeeds, follow-up with an attack from an equipped weapon, gaining Dice equal to the difference in successes.
Bomb Arrow
  • SELL VALUE: 75 Rupees
  • REQUIREMENTS: A Bow and the Bombs item
  • TYPE: Main Action
  • DESCRIPTION: Load a Bomb into your Bow and suddenly the Bomb turns into an Arrow against the laws of logic. You can then fire it using one of the Bomb’s attacks.
    • EFFECT: Select an attack that the Bomb has and fire the arrow at the target.
      • The Dice Modifier is equal to the combined Dice Modifiers of the bow and the bomb’s attack.
      • The Damage Modifier uses the bomb’s attack.
Camouflage
  • SELL VALUE: 125 Rupees
  • REQUIREMENTS: Specify what you're camouflaging with
    • If you say "the darkness" or "the shadows", be aware that it has no effect against anyone with Dark Vision
  • TYPE: Support Action
  • COSTS: 3 Magic
  • DESCRIPTION: Shh! I'm being sneaky. Go away! Magically camouflage in with something nearby to go sneaky.
    • You cannot be targeted by anything Single-Target.
    • If you take any damage or do anything other than moving around, Camouflage ends.
Down Thrust
  • SELL VALUE: 100 Rupees
  • REQUIREMENTS: A melee weapon
  • TYPE: Main Action
  • CHARGE: 1 Action
    • Charge by preparing yourself for a large leap.
  • DESCRIPTION: Once charged, you can leap over the target and stab their head along the way. Why? Because that's how things work.
    • Jump first by rolling your Courage stat. Add half of the result as Dice to your attack roll as you fall on your target from above, hitting them with a melee attack from your weapon.
Spin Attack
  • SELL VALUE: 100 Rupees
  • REQUIREMENTS: A melee weapon
  • TYPE: Main Action
  • CHARGE: 1 Action
    • Charge by pouring your energy into your weapon, which emits a blue glow.
    • If you have two melee weapons equipped, you can bypass the Charge time entirely.
  • DESCRIPTION: Once charged, you can spin rapidly with the weapon, causing a wave of energy to hit all enemies.
    • This uses your weapon’s standard attack roll + 6 dice
      • Damage: Halved
Spirit Siphon
  • REQUIREMENT 1: Spirit
  • REQUIREMENT 2: A Spirit of Light & a Golden Artifact
  • TYPE: Support Action
  • DESCRIPTION: By channeling the power of a Spirit of Light through your artifact, you can siphon the spirit of someone that’s fallen into your own soul.
    • EFFECT 1: You experience a flash of their memories and generally what they felt in life.
    • EFFECT 2: If they had a Signature Move, you gain that as well.
    • EFFECT 3: Part of their soul is permanently absorbed into your own. Should you absorb someone whose morality clashes with your own, or absorb too many souls, this will have permanent, adverse effects on your soul.
Steal
  • SELL VALUE: 75 Rupees
  • REQUIREMENTS: A free hand
  • TYPE: Main Action
  • DESCRIPTION: Select a target to steal from. Hopefully it's not considered illegal.
    • Roll your Power dice vs. targets' Power dice
      • Damage: None
    • Roll your Courage dice vs. targets' Courage dice
      • Damage: None
    • Roll your Wisdom dice vs. targets' Wisdom dice
      • Damage: None
      • EFFECT: If at least two of the three attacks are successful, steal an item that's equipped by the target.
        • Then, either store it in your inventory or, if you meet the REQUIREMENTS, you can immediately equip it.
Poke
  • SELL VALUE: 50 Rupees
  • DESCRIPTION: Poke someone. For the lulz. This is automatic and counts as a Support Action, by the way.
    • Neutral Damage: 1
    • FYI: This does not break Cover.
(6) Great Strength
  • SELL VALUE: 1000 Rupees
  • Stat Point Cost: 6
  • DESCRIPTION: You become so strong that you are able to wield a heavy weapon considerably easier than normal.
    • EFFECT: You can wield one Two-Handed item as a One-Handed item.
(3) Latent Power
  • SELL VALUE: 1000 Rupees
  • Stat Point Cost: 3
  • DESCRIPTION: Your power increases throughout the battle, granting boosts at the end of each round.
    • EFFECT: At the end of each round; you gain 1 Power, 1 Courage, and 1 Wisdom
(3) Quick Switch
  • SELL VALUE: 150 Rupees
  • Stat Point Cost: 3
  • DESCRIPTION: Your arms become so fast at switching equipment that it occurs almost instantaneously, allowing you to reactively switch when defending.
    • EFFECT: Once per round, when someone is about to attack you, you can switch out one piece of Equipment that you’ve got equipped.
(0) Spirit Vision (Enabled)
  • Stat Point Cost: 0
  • DESCRIPTION: Granted to you by Ordona, Spirit of Light, your Spirit Affinity allows you passively see the spirits and souls of everyone, as well as things that only exist in the spectral realm.
Basic
Single-Target Attack Spell
Single-Target Debuffs
Single-Target Condition
Area of Effect
Effect Wipes
Buff
Defensive
Illusions
Utility
Melee Weapons
Ranged Weapons
Explosives
Artifact
Mundane
Desert Queen's Armor
  • INFORMATION: This is a Mythical Artifact.
  • DESCRIPTION: An ornate suit of black armor, adorned with the Gerudo Emblem and engravings of scimitars. A faint time bubble seems to coat the armor, allowing its wearer to take more favorable outcomes when it comes to defending attacks.
    • Armor: +8
    • EFFECT 1: Once per turn, when defending, you can freely reroll your roll.
    • EFFECT 2: Always take the highest result of all your defending rolls, regardless of Reroll Points.
Onyxscale Wrap
  • INFORMATION: This is a Mythical Artifact
  • REQUIREMENTS: Shadow
    • If you lose the Shadow affinity at any time, the armor implodes on itself, disabling it for the remainder of the battle.
  • DESCRIPTION: An armor-like veil which wraps around the wearer like the wrappings of a Gidbo. It emits a very distinct and putrid aura of death and destruction, which more or less plunges the wearer into a zombie-like state. It provides no protection against attack and it turns recovery abilities against the wearer, but in exchange it nearly guarantees that you do not die from usual attacks.
    • Hearts: +5/5
    • Magic: +10/10
    • EFFECT: Grants you a perpetual Undead effect:
      • You do not die if you reach 0 Hearts and you are treated as undead as far as EFFECTS go. However, if you have 1 Heart left, any damage they would take instead drains their Magic. If you reach 0 Hearts and 0 Magic, you die.
      • If it is removed by any means, it refreshes at the start of the next round.
Lynel Hide
  • DESCRIPTION: The fluffy, oversized hide of a Lynel, somewhat trimmed down into a Armor, though still overbearing. It still harbors the fierce Lynel spirit, giving it both protective properties and the ability to enter a lesser Fierce Combat.
    • Courage: -6
    • Hearts: +10/10
    • Armor: +5
    • Fierce Combat:
      • EFFECT: When you drop to 10 Hearts or less, this automatically triggers, giving you a substantial combat boost!
        • Any Negative Bonuses you have are removed, including the -6 Courage from this armor.
        • You can attack twice in a single turn.
        • However, you also cannot recover Hearts.
        • DURATION: For the remainder of the battle
Desert Cape
  • INFORMATION: This is a Legendary Artifact.
  • DESCRIPTION: An ancient cape possessing sage powers, embroidered in phrases written in Ancient Hylian. It’s been tattered to a dull, weathered tan over the many generations it’s been passed down from one Gerudo King to the next. In Corsava's hands, it now represents the liberation of the Gerudo people. Can use Status Absorb, Reflect, and Reflect All.
    • Defense Dice: +6
    • EFFECT: Allows you to freely float, just a few feet above the ground.
    • Status Absorb (Reaction, When hit by an attack that would decrease a Stat or Bonus):
      • COSTS: 6 Magic
      • EFFECT: When you’re hit by an attack that would decrease a stat or bonus, you can pay Magic to instead have it increase the respective stat or bonus by the intended amount.
    • Reflect (Reaction, When targeted with a single-target Magic-based Ranged-attack):
      • COSTS: 6 Magic
      • EFFECT: When someone attacks you with a single-target Magic-based ranged attack, you can automatically reflect it back at the attacker, using the attacker’s success rate.
    • Reflect All (Reaction, when targeted with a Magic based Ranged Attack that hits "all enemies"):
      • COSTS: 12 Magic and 1 Action off your next turn
      • EFFECT: When someone attacks you with a hit-all Magic-based Ranged-attack, you can automatically reflect it back at “all enemies”, using the attacker’s success rate.
        • Does not work on “hit everyone” or “hit everyone else” abilities.
Ashes of Truth
  • Amount: 1
  • DESCRIPTION: The ashes of the Mirror of Truth, which once promised to show the truth of the world. It finally did... in its reflection.
Grimoire of Grand Sorcery
  • INFORMATION: This is an Artifact.
  • REQUIREMENTS: Two-Handed
  • DESCRIPTION: The spellbook once used by the late Agahnim, Agahnim's Grmoire is a large spellbook decorated with many gemstones reeking in decrypt artes and madness which can be seen etched onto every page. Within its pages lies great secrets for increasing the efficency of your Magic; provided you can read past all the nonsense Agahnim wrote.
    • Magic Costs: -3 (down to a minimum of 1 Magic).
Magnetic Gloves
  • SELL VALUE: 250 Rupees
  • INFORMATION: This item is passive. Having it in your inventory is enough for its effects.
  • DESCRIPTION: A pair of metallic gloves that gives you the power to magnetically push or pull other metallic objects, dependent on the relative size between yourself and the object. Can use the Magnetic Push or Magnetic Pull abilities.
    • Magnetic Push (Main):
      • Roll your Power +5 dice vs. targets' Power dice
        • Damage: None
        • EFFECT: If it hits, then as long as you continue to channel this, neither you nor the target can move or attack.
          • DURATION: Until you attack or defend.
    • Magnetic Pull (Main):
      • Roll your Power +5 dice vs. targets' Power dice
        • Damage: None
        • EFFECT: If it hits, steal target's equipped handheld items.
Twilight Scope
  • INFORMATION: This is a Mythical Artifact.
  • TYPE: Free Action
  • DESCRIPTION: A fancy scope with teal-glowing Twilight lines. Oddly, its design looks closer to Hylian design, with the lines etched in afterwards. It makes use of a mix of lens and portals to zoom in on something, regardless of how far you are. Your vision will always be several feet away from what you’re looking at, automatically adjusting even as you look around.
    • EFFECT 1: As long as there’s a clear path from you to whatever you’re aiming at, you can see it. Even if you’re at the top of Death Mountain looking at something in Gerudo Desert.
      • Note, unless you have say Dark Vision or something like that, you don’t bypass darkness, weather, dust, fog, etc.
    • EFFECT 2: Additionally, you can hear whatever you’re aiming at. It’s the perfect spying tool!
Shot-Tools
Magic Feather
  • SELL VALUE: 75 Rupees
  • INFORMATION: This item is passive. Having it in your inventory is enough for its effects. And no, stacking it does not work.
  • TYPE: Free Action
  • COSTS: 2 Magic per jump
  • DESCRIPTION: If I add Magic to a feather, does that suddenly make it useful? A blue, magical feather that lets you use Magic to jump higher than before.
    • EFFECT: When you pay the Magic Cost, gain the following effects:
      • Defense Dice: +3
      • Your Jump Distance is doubled, meaning for every Success you get when jumping, you cover 2 Feet of distance.
      • Any fall damage you would take from any source is halved.
      • DURATION: Until the end of the turn.
Magic Shackles
  • SELL VALUE: 25 Rupees
  • INFORMATION: This item is passive. Having it in your inventory is enough for its effects. And no, stacking it does not work.
  • TYPE: Free Action
  • DESCRIPTION: A pair of handcuffs that magically wrap around the target’s wrists, no matter who or what the target is. That’s right, you can even handcuff a Gleeok… not that they really have hands.
    • EFFECT 1: When you would kill a target, instead reduce the target to 1 Heart and cuff them with the Magic Shackles, preventing them from doing anything, save for talking.
      • Though, it also comes with a Magical Duct Tape option.
    • EFFECT 2: Shackles on a target can be broken if it takes at least 5 Damage in a single hit.
Giant Bait
  • Amount: 1
  • DESCRIPTION: After a poor Goron was forced to transform into a Giant Moblin, this hunk of meat was left behind. It’s been grilled and charred by a Siege Blast of Light to perfection. Doesn't cannibalism feel great? You can Eat It! or Throw It!:
    • Eat It! (Support):
      • EFFECT 1: You can eat the bait to recover to your Maximum Hearts.
      • EFFECT 2: Additionally, increase your Hearts (Stat) by 10 for the remainder of the battle
    • Throw It! (Support):
      • DESCRIPTION: You can throw the giant bait somewhere in an attempt to lure enemies to it. It’s got quite an alluring smell that would surely attract beasts from far away. "Hits" all enemies.
      • Roll your Wisdom +20 dice vs. targets' Wisdom dice
        • Damage: None
        • EFFECT: Any target(s) affected by its lure are forced to pick up and eat the tasty treat on their next turn.
          • Once one of the affected targets has picked up the bait, the rest will be unaffected by the lure.
Full Rejuvenation Potion
  • Amount: 1
  • SELL VALUE: 200 Rupees
  • TYPE: Support Action
  • DESCRIPTION: A mystical and very potent potion, capable of restoring you back to your prime.
    • EFFECT: Consume this to recover to your Maximum Hearts & Magic.
Red Medicine
  • Amount: 1
  • SELL VALUE: 100 Rupees
  • TYPE: Support Action
  • DESCRIPTION: A powerful, red liquid capable of restoring all wounds. It actually kinda looks like blood…
    • EFFECT: Consume this to recover to your Maximum Hearts.
Red Potion
  • Amount: 10
  • SELL VALUE: 50 Rupees
  • TYPE: Support Action
  • DESCRIPTION: A light red liquid that gives you health back when you drink it. So what's in it anyways?
    • EFFECT: Consume this to recover either:
      • Recover 10 Hearts... OR
      • Half of your Maximum Hearts.
Restoration Heart
  • Amount: 3
  • SELL VALUE: 25 Rupees
  • TYPE: Support Action
  • DESCRIPTION: A tasty Heart that can be devoured to recover your Hearts! ... that doesn't sound right.
    • EFFECT: Consume this to recover 6 Hearts.
Chateau Romani
  • Amount: 9
  • SELL VALUE: 100 Rupees
  • TYPE: Support Action
  • DESCRIPTION: It's spiked with Jack Daniels. THAT'S SMART. A favorite of Lon Lon Ranch which is essentially alcoholic milk. Oddly, it restores your magical powers.
    • EFFECT: Consume this to recover to your Maximum Magic.
Magic Jar
  • Amount: 5
  • SELL VALUE: 25 Rupees
  • TYPE: Support Action
  • DESCRIPTION: A jar containing liquified Magic, which you can drink to recover your Magic! Hope there's no alcohol in it.
    • EFFECT: Consume this to recover 4 Magic.
Reroll Points
  • Amount: 5
  • SELL VALUE: 25 Rupees
  • TYPE: Free Action
  • DESCRIPTION: A golden coin that can be flicked at any roll to rewind time for a moment and force a redo.
    • EFFECT: Once per turn, immediately after someone rolls for something, you can flick a Reroll Point at the target to force them to reroll it.
Sol Orb
  • Amount: 3
  • SELL VALUE: 500 Rupees
  • DESCRIPTION: A ball of bright light encapsulated inside of a glass orb. Simply bringing it close to an illusion seems to dispel it.
    • EFFECT 1: Should the orb shatter, the light will be unleashed, fully illuminating the entire area and automatically dispelling all Illusions.
    • EFFECT 2: Additionally, a Sol will temporarily linger at the target location, forcibly expelling darkness from the area.
Subterranean Flower
  • Amount: 6
  • TYPE: Main Action
  • DESCRIPTION: A magical seed covered in spikes, making it a slight pain to even carry. However, once planted and given a bit of water, it’ll quickly sprout and bloom underground, creating a pit trap. If someone walks over it, they’ll fall into the pit and land onto a carnivorous flower!
    • The flower immediately wraps its vines around the target. At the start of each round, the target loses 5 Hearts.
    • They can try to climb out of the pit with a Support Action, rolling their Power against 30 Dice.
      • If they succeed, they’re able to overpower the flower and escape the pit, causing the flower to die.
      • If they fail, they lose another 5 Hearts.
Mega Subterranean Flower
  • Amount: 1
  • TYPE: Main Action
  • DESCRIPTION: A magical bundle of seeds covered in many spikes, making it a slight pain to even carry. However, once planted and given a bit of water, it’ll quickly sprout and bloom underground in all directions, forming an underground crater of nearly 50 feet in diameter. If someone walks over it, they’ll fall into the pit and land onto a carnivorous flower, which straight up tries to eat them!
    • The flower immediately wraps its vines around the target. At the start of each round, the target loses 10 Hearts.
    • They can try to climb out of the pit with a Support Action, rolling their Power against 40 Dice.
      • If they succeed, they’re able to overpower the flower and escape the pit.
      • If they fail, they lose another 10 Hearts.
Phase Blanket
  • Amount: 8
  • TYPE: Support Action
  • DESCRIPTION: A white see-through blanket that you can drape over furniture to make it look spooky! Or you can drape it over yourself and then freely phase through a wall:
    • You will continue to remain phased as long as you remain inside of a wall/structure of some kind.
    • If you run into any source of Magic (other than yourself), you will immediately unphase, regardless of whether you’re inside or not.
    • DURATION: Until you exit whatever physical construct you’re phased into, at which point the Phase Blanket fades away
Sol Mask
  • SELL VALUE: 1,000 Rupees
  • REQUIREMENTS: A Sol Orb hovering over your head.
    • Without this, the mask's abilities do nothing.
  • DESCRIPTION: A white, elegant half-mask that covers your forehead and part of the top of your head. On its own, it's just a fancy decoration, but in conjunction with a Sol Orb, it gives you some powerful abilities. Has the Sol Shield passively, and can use Sol Barrage against a single target.
    • Sol Shield:
      • Defense Dice: +5
      • EFFECT: Anyone with a Sol Mask & Sol Orb can freely move their Sol Shields between each other at any time. Multiple Sol Shields can stack on a single target.
        • However, a Sol Shield cannot defend a direct attack against a Sol Orb.
    • Sol Barrage (Main):
      • Roll your Wisdom +15 dice vs. targets' Wisdom dice
        • Damage: +0
        • EFFECT: If it hits, disable all of target's Bonuses (except Armor).
          • DURATION: One round.
Chaos Mask of Truth
  • Amount: 1
  • TYPE: Main Action
  • INFORMATION: This item is afflicted with Majora’s Madness. For most people, simply touching it will invoke madness to the target, sending them into disarray.
  • DESCRIPTION: A white and red mask that resembles the Sheikah’s Eye of Betrayal symbol. Supposedly, putting it on allows you see the truth in something, but this version has been imbued with Majora’s Madness by the Mask Man. If you force it onto someone, it will trigger a Primal Incarnation, fusing the mask onto their face. Can force it onto one target.
    • Roll your Wisdom dice vs. targets' Wisdom dice
      • Damage: None
      • EFFECT: If it hits, transform the target into their primal state, turning them into a feral mess.
        • Target loses control of themself.
        • The transformation’s other effects differ from target to target.
        • DURATION: Until the target dies or their madness is absorbed from them
      • IF FAIL: You transform into your primal state instead.
Mask of Truth
  • SELL VALUE: 25 Rupees
  • Amount: 5
  • DESCRIPTION: While it resembles the legendary Mask of Truth, its abilities don’t seem to give insight to “the truth”. It does, however, let you hear voices you normally can’t hear...
    • EFFECT 1: You can speak through this mask to all others wearing a Mask of Truth. Likewise, you can hear anything spoken back.
    • EFFECT 2: This mask alters any voice you normally can’t understand into English… or whatever it is people speak ‘round here.
Hylian Mask
  • SELL VALUE: 50 Rupees
  • DESCRIPTION: A mask molded in the shape of a Hylian face which you wear on your face. This mask disguises you and gives you a small taste of what a Hylian can do.
    • EFFECT 1: You become disguised as a Hylian, giving you +5 Dice when defending against Spot Checks performed against you by Hylians
    • EFFECT 2: You can eavesdrop on telepathic communications.
Blast Mask
  • TYPE: Main Action
  • DESCRIPTION: Wear a frigin’ bomb for a mask! What could possibly go wrong? Allows you to Self-Destruct:
    • COSTS: Your life
    • EFFECT: Your frigin’ head frigin’ explodes you nimrod. The remainder of your life is fed into the explosive force, and a powerful shockwave hits everyone else. Add dice to the attack equal to your Maximum Hearts.
      • Roll your Power dice vs. targets' Power dice
        • Damage: +0
Flame Spirit Gem
  • INFORMATION: This is a Passive Mythical Artifact. Having it in your inventory is enough for its effects.
  • REQUIREMENTS: Fire and Spirit
  • DESCRIPTION: A great gem imbued with the spiritual power of Fire Magic. Comes with warm heart of flames… just kidding, you’re a blazing psychopath. Surrounds you with a layer of flames.
    • EFFECT: The first 20 Magic-based Damage you take is blocked (after Armor is factored in).
      • Additionally, while this barrier is up, anyone that hits you takes 4 Neutral Damage.
      • Once it blocks the damage, the effects of this gem go inert for the remainder of the battle.
Frost Spirit Gem
  • INFORMATION: This is a Passive Mythical Artifact. Having it in your inventory is enough for its effects.
  • REQUIREMENTS: Water and Spirit
  • DESCRIPTION: A great gem imbued with the spiritual power of Frost Magic. Comes with a cold heart… just kidding, your heart’s already turned to ice. Surrounds you with a protective layer of frost.
    • EFFECT: The first 20 non-Magic-based Damage you take is blocked (after Armor is factored in).
      • Additionally, while this barrier is up, anyone that hits you loses 3 Attack Dice.
      • Once it blocks the damage, the effects of this gem go inert for the remainder of the battle.
Twinrova Spirit Gem
  • INFORMATION: This is a Passive Legendary Artifact. Having it in your inventory is enough for its effects.
  • REQUIREMENT 1: Fire, Water, and Spirit
  • REQUIREMENT 2: You must be in Twinrova Form
  • DESCRIPTION: Blended from the great gems of Koume and Kotake, and imbued with the spiritual power of Fire & Frost Magic. While active, it envelops you with a protective layer of both frost and fire.
    • EFFECT: The first 40 Damage you take is blocked (after Armor is calculated)
      • Additionally, while this barrier is up, anyone that hits you takes 5 Neutral Damage and loses 5 Attack Dice.
      • Once all of the gem's damage buffer has been blocked, the effects of the gem go inert for the remainder of the battle.
Faron, Spirit of Light
  • INFORMATION: Faron resides within you in Spirit Form, allowing you to access him at any time.
  • DESCRIPTION: The great spirit of Faron, a grand… monkey of Light, with a long coiled tail. Its a curious beast that treasures its bonds. As such, it uses tail to protect its friends, shielding them from harm. Can use Tail Cover and Spiritual Overwhelm.
    • Tail Cover:
      • COSTS: 6 Magic
      • EFFECT: At any time, you can have Faron use its tail to intercept an attack that would hit someone else, allowing you to Cover for them for No Action Cost.
        • However, if you’re hit during this, any damage you would take also causes you to lose an equivalent amount of Magic.
    • Spiritual Overwhelm:
      • COSTS: 8 Magic
      • CHARGE: 3 Actions
        • Begin charging by having Faron jump in and out of your body. As you charge, your soul gets charged with pieces of Faron’s overwhelming spirit.
      • DESCRIPTION: Once charged, the spirit of Faron overwhelms your body and soul, overpowering you to great heights.
        • Courage: +10
        • Magic Regen: +5
        • EFFECT 1: Once per round, at any time, override one of your attacking or defending stats with your Courage stat.
        • EFFECT 2: If you would die during Spiritual Overwhelm, its effects end, but you recover to maximum Hearts & Magic.
Dark Mark (UNAVAILABLE)
The Love Medallion
  • INFORMATION: This is a Passive Legendary Artifact. Having it in your inventory is enough for its effects.
  • RESTRICTIONS: This can only be used by Corsava
  • DESCRIPTION: A newly forged medallion inscribed with a heart filled with lots more hearts. Not only are the Queen of the Gerudo, you’re the “Queen of the Gerudo”, if you get my drift. And your harem doesn’t stop there. Everyone you extend your cares to shall love you as their Queen!
    • EFFECT 1: When a creature hits you with an attack, you can choose to mark the target with your Love Mark. When you mark a creature in this way, you gain 2 Hearts stat.
    • Effect 2: When a friendly creature without a Love Mark is the target of your Support Action, or when you are the target of a friendly creature without a Love Mark's Support Action, you can mark them with your Love Mark. When you mark a creature in this way, you and the creature both gain 2 Hearts stat.

  • Mark of the Love Sage: The following effects apply to creatures marked with your Love Mark.
    • Creatures marked with your Love Mark reroll attacks against you, and must take the lower roll.
    • Creatures marked with your Love Mark do not include you in attacks which Hit All Enemies.
    • When a creature marked with your Love Mark dies, you gain 1 action of charge on A Spirit of Fire and Ice, Spiritual Overwhelm, or Inverse Kaiten.
    • When Creatures marked with your Love Mark take damage, you or another creature afflicted with your Love Mark can choose to take that damage instead. If a creature does, the damage is not reduced by the first creature's armor and the second creature cannot avoid the damage in any way.
Born under a dark sign, Corsava was raised as a bit of an outcast, as warriors are loathe to associate with those who are "dishonorable". Her skin was like that of any other Gerudo, save for the mark upon her palm, a strange symbol seemingly scarred onto her flesh. In her isolation, Corsava turned to those who accepted her mark freely, thieves and burglars. She became quickly hardened by her new-found comrades, and for a while, it seemed she may merely become another thief.

However, during a routine break-in, the city watch was waiting in ambush, she watched as her friends were slain, and she herself was slain. When she awoke, she was in a cavern out of town, the dark mark burning intensely. She returned to the scene of the break-in, and found that she alone survived. At first, she decided to lay low, wait for everything to blow over, but when she saw her own face on wanted posters, she knew it was time to skip town.

Before leaving, she made one last job, a personal one, a smash and grab at the town hall/palace/whatevertheyhave. She stole a book of dark secrets that she hoped would help explain the mark on her hand and the sign of her birth. She learned very little, and what she did learn only disturbed her. She knew that the mark would give her an affinity for the shadows, and that those bearing it tend to reckless disposition. However, the book seemed to detail that it would influence it's bearer to find and push past the boundaries they set themselves. Theft, sadism, and murder would someday become casual affairs for her.

Corsava spends great lengths of time dwelling on the mark of her birth, and whether she is chained to it, or capable of denying it's influence. With each decision she ponders whether or not it is truly her that is choosing. In trying to manage her mark's influence over her, she has gained a certain kind of discipline, but always, in times of stress and panic, she can feel the temptation of its will.
Ahlma
  • Power: 30 (+0)
  • Courage: 14 (-1)
  • Wisdom: 10 (+0)
  • Hearts: 40/30 (+10)
  • Magic: 15/15 (+0)
  • Initiative: $init 1d10
  • Attack Dice: 0
  • Defense Dice: 5
  • Armor: 5
 
Affinities: Light

Actions listed here use a Main Action slot, have a contested check, and deal damage as part of their resolution
Greatsword of the Desert Vanguard
    Power Slash
  • Power vs. Courage; +20; Applies Penumbra’s Curse (Disadvantage to defense rolls) on hit.

Spiked Boomerang
    Throw
  • Power vs. Power; -3; On a hit, applies attack to a second target (triggers once).
    Golden Throw
  • Power+2 vs. Wisdom; +0; Bypasses Cover, ignores Defense Dice.

Sol Mask
    Sol Barrage
  • Wisdom+15 vs. Wisdom; +0; On hit, disable all target's bonuses (except armor) for 1 round.
Actions listed here use a Main Action slot, may or may not have a contested check, and deal no damage as part of their resolution
Greatsword of the Desert Vanguard
    Great Swing
  • Power; An ally gains attack dice equal to your successes, if their next attack succeeds, they deal x1.5 damage. Otherwise, they take damage equal to 1.5x Successes instead.

Magnetic Gloves
    Magnetic Push
  • Power+5 vs. Power; If successful, neither you nor target can move or attack.
    Magnetic Pull
  • Power+5 vs. Power; If successful, steal target's handheld items.
Actions listed here use a Support Action slot
Efficient Mirage
  • 1 Magic: Target gains Disillusion (Auto-dodge 1/3)
Actions listed here can be used freely once or more per round
Greatsword of the Desert Vanguard
    Great Swing (Reaction)
  • When you successfully defend against a Magic-attack, you can reflect the attack at your defending success rate, with a 1.5 damage multiplier on a successful hit.
Enhanced Speed Robes
    Augment Robes
  • 4 Magic (Cumulative Upkeep); +7 Courage
Efficient Mirage
  • SELL VALUE: 200 Rupees
  • REQUIREMENTS: Light
  • COSTS: 4 Magic
  • DESCRIPTION: Create a mirage of a target, giving them a chance to completely dodge attacks.
    • EFFECT: Target gains Disillusion:
      • Gives you a $1d3 chance to auto-dodge an attack, with a 1 being successful. Once this successfully procs, Disillusion is removed.
Weapons
Armor
Robes
Tools
Masks
Consumables